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Type: Posts; User: Korroz

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  1. And similarly you can work around the transfer of...

    And similarly you can work around the transfer of data by putting it in a global location in onDestroy().

    Good enough workaround right now. But it's clunky, pollutes Global and has namespace...
  2. I know Lua convention is to start with 1, I'm not...

    I know Lua convention is to start with 1, I'm not expecting it to work, as I point out in the suggestion setState(0) should probably just return nil to be consistent with the behavior of using an out...
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    I'm assuming you have some general items in a bag...

    I'm assuming you have some general items in a bag that you take out and place where you want for the express purpose of having a snap point in that location.

    And yeah, agreed, having programatic...
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    GUID isn't unique on copied object

    It seems like TTS doesn't assign new GUIDs (on id collisions) to objects that are copied before scripts are run on them and not until some time after onLoad() was called.

    Suggestion

    Changing...
  5. Thread: Disable shuffle

    by Korroz
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    Disable shuffle

    There are cases where shuffling doesn't make sense for objects, especially for objects with multiple states and especially since the shuffling gesture (shaking an object while grabbing it) is easily...
  6. Events for objects with multiple states attached

    There are no events for when state changes.

    Suggestion

    Adding events to the current set for event switching.

    exit_value onExitState(int new_state)


    Raised on the object being switched...
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    Richer state information

    The UI currently has more information about the state of an object than is available in Lua. It has the following:


    Current state.
    Sate count.
    Name of each state object.


    In Lua we only...
  8. [ADDED] Get current state from an object with multiple states attached

    There is no way to programatically get the current state of an object, as in there is no Object.getState(). This coupled with the bug described in this thread makes calling setState() a bit of a...
  9. Object.setState() throws error and stops Lua execution

    When you call Object.setState() with the state it is currently in or 0 an error is thrown which can not be handled resulting in Lua execution stopping.

    Elaboration

    Lets say we have a reference...
  10. Excellent, I'll transfer my stuff there.

    Excellent, I'll transfer my stuff there.
  11. Oh, didn't see that thread. Since there is no...

    Oh, didn't see that thread.

    Since there is no formal way to track issues it's kind of hard to scan through what's been reported. It also makes it hard to itemize issues to manage them in an open...
  12. The state of state objects: Bugs and Suggestions

    The API for objects with state isn't quite as robust as it could be currently. While exploring it I have identified missing features, a bug and undefined behavior.

    The bug

    Lets say we have a...
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